private void OnDestroy() { OnResolutionChange.RemoveAllListeners(); OnOrientationChange.RemoveAllListeners(); if (instance == this) { instance = null; } }
private void OnDestroy() { if (instance == this) { // Clean up memory. OnResolutionChange.RemoveAllListeners(); OnResolutionChange = null; OnOrientationChange.RemoveAllListeners(); OnOrientationChange = null; instance = null; } }
static ScreenOrientation orientation; // Current Screen Orientation static void init() { if (instance != null) { return; } resolution = new Vector2(Screen.width, Screen.height); orientation = Screen.orientation; GameObject canvas = new GameObject("ScreenWatcher"); canvas.AddComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay; instance = canvas.AddComponent <ScreenWatcher>(); DontDestroyOnLoad(canvas); }
// Use this for initialization void Start() { score = 0; failCounter = 0; chainAmt = 0; chainThreshold = 5; levelThreshold = 1; level = 0; currentLevel = levels[0]; numberOfShapes = 1; polyRangeLow = 0; polyRangeHigh = 1; currHealth = 1f; newHealth = 1f; t = 0f; wallSpeed = .05f; audiosource = GameObject.Find("BGM").GetComponent <AudioSource> (); wallPlane = GameObject.Find("Wall").transform.Find("Plane"); animDone = false; smallBeat = false; skyboxOffset = 0f; //screen orientation stuff ScreenWatcher.AddOrientationChangeListener(OnOrientationChanged); //Screen.orientation = ScreenOrientation.LandscapeLeft; wall = GameObject.FindObjectOfType <Wall>(); bs = bonusSelector.GetComponent <BonusSelect>(); cylinderOffsetProperty = "_DownTex"; cylinderOffsetProp2 = "_DownTex2"; twoOffsetProps = false; //PositionForLandscape (); //set up text colors scoreText.color = world1Text; scoreText.GetComponent <UnityEngine.UI.Outline>().effectColor = world1Outline; chainText.color = world1Text; chainText.GetComponent <UnityEngine.UI.Outline>().effectColor = world1Outline; infoText.color = world1Text; infoText.GetComponent <UnityEngine.UI.Outline>().effectColor = world1Outline; if (Screen.orientation == ScreenOrientation.Landscape) { PositionForLandscape(); } else if (Screen.orientation == ScreenOrientation.Portrait) { PositionForPortrait(); } //GameObject.Find ("MainCanvas").GetComponent<CanvasScaler> ().referenceResolution = new Vector2 (Screen.width, Screen.height); polygons = new List <List <Vector3> >(); Vector3[] shape1 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape1)); Vector3[] shape2 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(1f, 2f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, -1f, 0f) }; polygons.Add(new List <Vector3>(shape2)); Vector3[] shape3 = new Vector3[] { new Vector3(-1f, -1f, 0f), new Vector3(0f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, -1f, 0f) }; polygons.Add(new List <Vector3>(shape3)); Vector3[] shape4 = new Vector3[] { new Vector3(-1f, 0f, 0f), new Vector3(-.5f, 1f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(1f, 0f, 0f) }; //5 sided polygons.Add(new List <Vector3>(shape4)); Vector3[] shape5 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 0f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape5)); Vector3[] shape6 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape6)); Vector3[] shape7 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape7)); Vector3[] shape8 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, .5f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape8)); //6 sided Vector3[] shape9 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, .5f, 0f), new Vector3(1f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape9)); Vector3[] shape10 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape10)); Vector3[] shape11 = new Vector3[] { new Vector3(-.5f, -0f, 0f), new Vector3(0f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(.5f, 0f, 0f), new Vector3(1f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape11)); Vector3[] shape12 = new Vector3[] { new Vector3(-.5f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, -.5f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape12)); //create custom polygons list if custom game if (gameType == GameType.CasualCustom) { CreateCustomParamsLevel(GameObject.FindObjectOfType <CustomGameParams>()); } //currentPoly.Setup (); currentPolys = new List <TestPolygon>(); CreateNewPlayerPolygons(); numToRemove = 0; foreach (TestPolygon p in currentPolys) { numToRemove += p.numToRemove; } currentHoles = new List <TestPolygon>(); CreateHoles(); }
// Use this for initialization void Start() { score = 0; failCounter = 0; chainAmt = 0; chainThreshold = 5; levelThreshold = 1; level = 0; currentLevel = levels[0]; polyRangeLow = 0; polyRangeHigh = 1; currHealth = 1f; newHealth = 1f; t = 0f; wallSpeed = .05f; audiosource = GameObject.Find("BGM").GetComponent <AudioSource> (); wallPlane = GameObject.Find("Wall").transform.Find("Plane"); animDone = false; smallBeat = false; skyboxOffset = 0f; //screen orientation stuff ScreenWatcher.AddOrientationChangeListener(OnOrientationChanged); //Screen.orientation = ScreenOrientation.LandscapeLeft; wall = GameObject.FindObjectOfType <Wall>(); currentPoly = GameObject.Find("PlayerPolygon").GetComponent <TestPolygon> (); cylinderOffsetProperty = "_DownTex"; cylinderOffsetProp2 = "_DownTex2"; twoOffsetProps = false; //PositionForLandscape (); if (Screen.orientation == ScreenOrientation.Landscape) { PositionForLandscape(); } else if (Screen.orientation == ScreenOrientation.Portrait) { PositionForPortrait(); } GameObject.Find("MainCanvas").GetComponent <CanvasScaler> ().referenceResolution = new Vector2(Screen.width, Screen.height); polygons = new List <List <Vector3> >(); Vector3[] shape1 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape1)); Vector3[] shape2 = new Vector3[] { new Vector3(0f, -1f, 0f), new Vector3(0f, 0f, 0f), new Vector3(2f, 1f, 0f), new Vector3(1f, -1f, 0f) }; polygons.Add(new List <Vector3>(shape2)); Vector3[] shape3 = new Vector3[] { new Vector3(-1f, -1f, 0f), new Vector3(0f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, -1f, 0f) }; polygons.Add(new List <Vector3>(shape3)); Vector3[] shape4 = new Vector3[] { new Vector3(-1f, -1f, 0f), new Vector3(0f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(2f, -1f, 0f) }; //5 sided polygons.Add(new List <Vector3>(shape4)); Vector3[] shape5 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 0f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape5)); Vector3[] shape6 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape6)); Vector3[] shape7 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape7)); Vector3[] shape8 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, .5f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 0f, 0f) }; polygons.Add(new List <Vector3>(shape8)); //6 sided Vector3[] shape9 = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-.5f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, .5f, 0f), new Vector3(1f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape9)); Vector3[] shape10 = new Vector3[] { new Vector3(0f, -.5f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(1f, .5f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape10)); Vector3[] shape11 = new Vector3[] { new Vector3(-.5f, -0f, 0f), new Vector3(0f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(.5f, 1f, 0f), new Vector3(.5f, 0f, 0f), new Vector3(1f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape11)); Vector3[] shape12 = new Vector3[] { new Vector3(-.5f, 0f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, -.5f, 0f), new Vector3(.5f, -.5f, 0f) }; polygons.Add(new List <Vector3>(shape12)); currentPoly.Setup(); CreateNewPlayerPolygon(); CreateHole(); }